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Yang Xiao Long
From RWBY / Blazblue Cross Tag Battle
Version 1.6
For M.U.G.E.N 1.0 and above
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Note
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This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea.
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Change log
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07/09/2023 - 1.6
- Yang now has color separated sprites courtesy of drpepperfan
- New Palettes to accommodate the color separated sprites (Including an extra folder consisting of palettes by Mid117)
- Yang's AI now scales according to the engine's difficulty setting
- Reduced Meter Gain
- Other minor bug fixes

01/16/2022 - 1.51
- Fixed an error where the Astral Heat can Chip Kill
- Fixed minor visual errors

09/12/2021 - 1.5
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
   +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
   +Immediately Gain 500 Meter
   +Slowly gain meter overtime
   +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
  -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Directional inputs now have more influence over air recovery
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
-Fixed an error where projectiles ignored damage scaling
-Semblance now triggers at 25% health

05/09/2021 - 1.43
- Adjusted hitboxes and Hurt boxes on Burst of Embers

05/05/2021 - 1.42
- Fixed gethit states for 66B, jC, and Too hot to handle
- Changed hitsound for 2C
- Added envshake to the last hit of raging inferno and cold shoulder while semblance is active
- Adjusted dust effect for run stop

05/05/2021 - 1.41
- Added CozySquirtile's updated small portrait
- Fixed an error where Fire Cracker isn't rotated for the first frame
- Adjustments to sliding dust effects
- Adjustments to the alignment and custom state for Cold Shoulder
- Minor adjustments to velocities

04/04/2021 - 1.391
- Fixed "sound does not exist" debug errors in IKEMEN GO

03/18/2021 - 1.39
- Fixed an error where the Astral Heat heals the opponent in Ikemen GO

02/28/2021 - 1.38
- Increased Cornerpush for Strawberry Sunrise

02/03/2021 - 1.37
- General Adjustments to hurtboxes

01/31/2021 - 1.36
- Yang is now required to be in control in order for her semblance to activate
- Burning Ember's armor now activates later in the move
- Adjusted Hitboxes for Burning Embers
- Ultra Burst Aura now dissapears whenever Yang is in a custom state

12/15/2020 - 1.36
- Fixed an error where certain act files in the extra palettes folder had the wrong colors

12/15/2020 - 1.35
- Holding up since the first jump will no longer trigger an air jump
- Fixed an error where certain effects shared the Palfx

11/07/2020 - 1.33
- Fixed all Hitdefs so they may properly interact with reversal defs
- Fixed turn to face behavior during normal burst

10/13/2020 - 1.32
- Fixed an error where the opponent could go back into their standing state during the astral heat

09/27/2020 - 1.31
- Reduced active frames and adjusted hitbox on air throw attempt
- Fixed an error where air dodge's remaining invul frames would linger upon landing

09/13/2020 - 1.3
- Perfect Bombshell now snaps the opponent into position on the first hit
- Fixed an error where the opponent would be frozen in place after rapid canceling Perfect Bombshell's first hit
- Burst effect now shows up a little earlier in the animation
- a quicker version of the vignette now shows up at the end of each distortion drive when Yang's semblance is not active
- Flaming Punch effects for Perfect bombshell, Burning Gold, and Unrelenting Fire now disappear upon rapid canceling
- Added compatibility for Faust's "This is... Me?"
- Added special intro against Robo-Weiss

03/21/2020 - 1.21
- Added Dash Dust to the running grab
- Fixed Turning animation

03/21/2020 - 1.2
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Yang in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Yang's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New cut in portrait for astral heat
- New astral heat BG
- Improved Astral Heat
- Revised Burst System
- Yang now makes use of custom fall states, bypassing fall.defence_up
- Semblance can now kick in as long as Yang is in a Standing or Crouching Idle State, not just when she is in state 0
- 5B's armor no longer works against aerial attacks
- 2B and jB now have armor
- Armoring an attack with 5B, 2B, jB, or Unrelenting Fire will now trigger their semblance variants if semblance isn't already active
- Certain Attacks are now accompanied with gunblasts when semblance is active, dealing a little more damage and effectively increasing their reach
- 5C/jC now slam the opponent into the ground leaving them in a liedown state
- 5C/jC can now be special canceled or super canceled upon landing
- Fire Cracker/Bottle Rocket now detonate upon touching the ground
- Cold Shoulder now has less active frames but also travels faster
- Cold Shoulder is now immune to throws up until the last active frame
- General Improvements to effects
- Burning effect is now properly aligned on opponents who are in a liedown state
- General Hitbox Adjustments
- Fixed an error in the incremental cornerpush code
- Added AI
- Added special intro against Akatsuki

05/04/2019 - 1.12
- All attacks now deal extra damage on counter hit
- Implemented incremental cornerpush and hitstun decay
- Counter message now shows up when countering with projectiles
- Added landing sound to the end of 66B and Too hot to handle

02/11/2018 - 1.11
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Yang can now burst during custom states, but not during throws and supers)
- Improved some effects
- Adjusted damage values
- Adjusted some animations
- Adjusted frame data on normals
- Fixed an error where Yang would sometimes pass through the opponent during Burst of Embers or Burning Gold
- Fixed an error where Yang could potentially chain into her normal grab with precise timing
- During Burning Gold, Yang will now dash during the super pause, similarly to Azrael's Black Hawk Stinger
- Running B will now bounce the opponent higher up into the air on counter hit
- The opponent can now recover from Strawberry Sunrise
- Lowered the threshold that Yang's health needs to be at for Semblance Mode to kick in
- Semblance Mode now reduces the effects of the damage scaling instead of outright disabling it 

10/05/2018 - 1.091
- Increased the height of Yang's hurtbox during the dizzy animation
- Fixed Yang's turning animations

9/29/2018 - 1.09
- Increased the amount of time before Yang reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Yang while jumping
- Increased the cooldown time for Fire Cracker
- Running B is no longer invulnerable and also had it's hurtboxes adjusted

9/25/2018 - 1.08
- Yang can now rapid cancel fire cracker and EX fire cracker after the projectile has made contact with the opponent
- Fixed a bug that caused fire cracker to whiff at close range against certain characters
- Fixed an issue that prevented special intros from playing during turns mode
- Slightly reduced the proration on Unrelenting Fire
- Increased the cool down time after hitting with the running grab
- Made some adjustments to the damage dampener

9/8/2018 - 1.075
- 5B and Burst of Embers now auto guard against projectiles to reflect the upcoming balance patch for Cross Tag Battle

9/2/2018 - 1.07
- Realigned all of yang's crouching sprites
- Fixed a bug where certain effects would loop or end abruptly if a certain set of fightfx was installed
- Added a fade out transition for the rising fire and strawberry sunrise effects
- Increased the size of the shock wave effect for 5C/jC, It also shows up in semblance mode now
- Added a landing sound to 5C/jC, as well as an envshake value for the semblance version

9/1/2018 - 1.06
- Changed the default small port to CozySquirtle's Cross Tag small port. the previous small port is now an alternate
- The Stagger Animation now defaults to anim 5012 instead of 5300 if the opponent doesn't have anim 5003 or 5180
- Added footstep sounds for running
- Added Envshake values for distortion drives and astral heat
- Added gunshot sounds from the show
- Fixed a bug where Yang would regain meter from EX Fire Cracker and the semblance version of Perfect Bombshell
- realigned the hitspark for 2A
- Added the missing sound for landing after Strawberry Sunrise
- Included Season 1 palette, courtesy of CozySquirtle

8/30/2018 - 1.05
- Added on-screen messages for counter attacks and getting a perfect win
- Fixed a bug that caused jB's animation to loop
- Fixed a bug that sometimes puts the opponent in the wrong state after the first hit of Yellow Dragon
- Fixed a bug that prevented Yang from using either of her running attacks if the player is holding down
- 2C can now be used while running
- Timer now freezes during yellow dragon
- Too Hot to Handle now puts the opponent in a custom state, allowing for it to be comboed off of more consistently
- Adjusted the air velocity on 5AAAA
- Adjusted the pause time from auto guarding
- Included an alternate small port, courtesy of CozySquirtle
- Included extra palettes courtesy of BBSenpai

8/20/2018 - 1.03
- Yang now has her own set of hit sounds, she no longer borrows from common.snd
- Some of the more muffled sounds have been replaced with clearer ones
- Shortened the duration of invulnerability during Burning Gold
- Adjusted the pause time on the first six hits of Unrelenting Fire
- Added some effects to raging inferno to make it look a little nicer

8/18/2018 - 1.02
- General movement speed has been given a slight increase
- Tweaked the hit stun and pause times on some of her moves
- Both of her distortion drives and her astral heat are actually punishable on block now

8/18/2018 - 1.01
- Adjusted the hitsun on 5B to prevent a carefully timed infinite
- Fixed a bug that made Fire Cracker unblockable at point blank
- Yang can now be grabbed while dodging
- Fixed a bug that sometimes puts yang in a standing state after rapid canceling in the air
- Deleted some extraneous code

8/17/2018 - 1.00
- First Release
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To do list
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- Fix bugs and errors that I might have missed
- Maybe add some AI
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Introduction
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This Yang uses a custom gameplay style. Though she's not source accurate, she still plays similarly to how she does in Cross Tag while having new stuff. This read me will explain how this gameplay style works. Her move list can be found in the .png included in this folder. 
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Default Button Layout
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A, B, and C: Attack Buttons

X: Rapid Cancel

Y: Dodge

Z: Grab
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Gameplay Mechanics
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Double Jump (Tap Up in the air)
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Pretty self explanatory, allows you to jump a second time in the air. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already air dashed.

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Air Dash (Double Tap Forward/Back while in the air)
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Sends you flying forward or back for a set distance. Can be canceled into after connecting any of your air normals. Can only be used once in the air, can't be used if you have already double jumped.

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Dodge (Y)
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For a very short amount of time, you'll become invulnerable and can pass through the opponent and their projectiles. Just pressing Y will keep you stationary, pressing Y and forward at the same time will have you move forward a short distance, and pressing Y and back will have you back dash. The stationary dodge can also be done in the air. You will become vulnerable again near the end of the dodge animation, so be carful about how you time it.

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Grab (Z)
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Once again, pretty self explanatory. Overrides the opponent's guard, but only works if they're not in the air and not in a hit state

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Air Grab (Z in the air)
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Inversely, only works on airborne opponents and can work even when they're in a hit state. Can be used as a combo ender.

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Running Grab (Z While Running)
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Works on airborne opponents and standing opponents even when they're in a hit state. However, it won't work on crouching opponents. In Yang's case, this can be canceled into a distortion drive or an astral heat right after the opponent has been punched.

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Rapid Cancel (X When your attack has made contact with the opponent) (Costs 1000 meter) (Costs 500 meter if used during a Distortion Drive)
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Using this will immediately put you in a neutral state, this can be used to extend combos, make otherwise unsafe moves safe, or make you more unpredictable to your opponent. Holding Forward or back while inputing the command will immediately have you run or back dash respectively (Air Dash Forward/Back when in the air), Holding up will immediately make you jump, and holding down while in the air will quickly bring you back to the ground.

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Dead Angle Attack (Press Forward and X or Forward and B+C While guarding) (Costs 1000 meter)
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Cancels your guard animation into an invulnerable attack animation that sends the opponent flying backward. Deals damage, but doesn't kill.

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Burst (y+z while getting hit) (Can only be used once per round) (Doesn't work if you're being thrown or being hit by a super)
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Deploys a non damaging blast around your character that sends you opponent flying away from you. A poorly timed burst can leave open for even more damage, so be carful.

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Ultra Burst (y+z while in a neutral state) (Can only be used once per round)
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Using this will put you in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state

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Ultra Dead Angle (y+z while Guarding) (Exhausts Burst)
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Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.

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Not Over Yet
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Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
 +All Distortion Drives deal 20% more damage (Stacks with Ultra Burst's damage buff)
 +Immediately Gain 500 Meter
 +Slowly gain meter overtime
 +Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
Only triggers once per round

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Wake up Action
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The wake up animation can be canceled into a forward dodge or a back dash. In Yang's case, she can also cancel into strawberry sunrise.

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Character Specific Mechanics
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Auto Guard
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Yang's 5B and Burst of Embers will auto guard against high and mid level attacks, and her Running A and Unrelenting Fire will auto guard against all attacks.

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Empowered State / Semblance Mode / Yang Install
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It wouldn't be Yang without her semblance now, would it? Once Yang's health reaches 25% or below, she will enter her empowered state, which gives her the following benefits:
- Certain moves are given different properties
- Assuming that she is still on the ground, all of her specials and force breaks can be canceled into either of her distortion drives or her astral heat
- The effects of the damage dampener are reduced, effectively increasing her damage output.

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Thanks for checking this character out. Have fun. 
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